STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

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Empire at War Remake 3.5 Revisited
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Game Type: Campaign, FOC
Mostra gli oggetti etichettati con tutti i termini selezionati: Singleplayer
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29.533 GB
28 nov 2022, ore 18:06
3 giu, ore 16:52
55 note di rilascio ( visualizza )

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Empire at War Remake 3.5 Revisited

Descrizione
Empire at War Remake 3.5 Revisited is a combination and rework of Remake 3.5's simpler, space-only GC campaigns with all the new units, maps, features, starfighter rework and balance changes made in Remake 4.0+. This combined with features from other popular submods creates what I believe is the ultimate EAW experience, that focuses on a simple, fast paced galactic map and economy which takes you quickly between epic, large scale space battles.

Includes 7 GC campaigns each with varying levels of AI control and fully functional minor factions!

This submod was born of personal mixed feelings regarding 4.0's changes and a preference for 3.5's GC campaign gameplay. This way the gameplay of 3.5 remains while being selective with what is included from 4.0. Additionally includes many features from 3.5's overhaul submod.

Main features:

- Seven GC campaigns based on the large, full, reduced and core GC campaigns from EAW Remake 3.5.
- Seven fully playable factions including the Republic Hardliners, Separatist Holdouts, Mandalorians Protectors and Sith Cultists minor factions.
- Three modes of play in each campaign - you can choose to control your own faction fully yourself, give partial control to the AI in co-op mode or become an observer with the AI taking full control.
- Randomised starting units for all factions, making each campaign a unique experience.
- Complete removal of ground combat, units and structures. All references to it in the AI were removed.
- Fully functional and slightly reworked minor factions for the rebalanced full map, with the three major factions starting with 3 planets spread around a massive, chaotic galaxy at war.
- Large map has minor factions disabled but holding key planets, to focus on combat between the Empire, Rebels, Underworld, Republic and CIS.
- Core and Reduced maps for a smaller GC experience, with only the Empire, Rebels and Underworld active.
- Heavily edited and improved 4.0's AI for both GC and space combat.
- Starbase redesign with the Golan II and Golan III defensive platforms serving as level 4 and 5 starbases. No more bullying defenceless shieldgates or colonies - these are strong defensive platforms with a large garrison and several capital ships. This garrison is unique to each faction. All units can be built from a level 3 starbase.
- Simple, easy to understand and strong economy based on the total value of planets under your control. No freighters, upkeep or attrition.
- Tech levels increase automatically after a set time has passed. Heroes and carrier garrisons also upgrade automatically when the tech level increases.
- Battlegroups and the Battlegroup Command station have been ported from 3.5's overhaul submod and made fully functional with 4.0 and the minor factions.
- Big text and tooltip cleanup, including removing stats from hardpoints and fighters, removing redundant text from 4.0 that no longer applies and fixing spelling/grammar errors. Any changes made in this submod are reflected in the tooltips.
- Fixes to some bugs that were carried over from 3.5, Overhaul and 4.0.
- Buildable fighter rework where fighters are tied to a carrier, and several squadrons are built at once.
- Corvette rework, turning most corvettes into a squadron of three.
- Super Star Destroyer phases removed and TIE/Droid swarms replaced with large numbers of individual squadrons.
- Ported and included Niko's Venator submod and CanadaMan7's Clone War Holdouts submod.
- Ported and included music from Zavvy's Thrawn's Revenge Rescored submod and Clone War Holdouts.
- Fog of war removed from battle and GC (can be restored in GC by selling the probe droid on your homeworld).
- Doubled ship turn rate to make them more responsive and easy to control.
- Some units and abilities have been rebalanced from their 4.0 values.

A full list of changes and more information can be found in the pinned discussion thread.



Future planned additions:
- Replace outdated images and videos on the Steam Workshop page.
- Port and include parts of Remake 5.0 when it releases.
- Maintain parity with Clone War Holdouts.



Does not require Remake 4.0 to play, and is not compatible with any other submod.
Be sure to run Forces of Corruption in the steam launch options, and allow the mod to fully download before starting.

To launch the mod paste this into your EAW Steam launch options:

STEAMMOD=2894927178



Check out the 3.5 Revisited submod discussion channels on the EAW Remake Discord!
https://discord.gg/zZeyPe6
https://discord.com/channels/327563463952171009/1047241238182629446



This submod was constructed from assets pulled from various mods and submods for EAW:FOC. I do not claim ownership of any of these assets - full credit and ownership goes to their original creators.

Credits and special thanks:

- The Dutchman and the rest of the EAW Remake development team for making this amazing mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1770851727

- Emperor Niko for the Venator Rework Submod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2867586194

- CanadaMan7 for the Clone Wars Holdouts submod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2794270450

- Kalani6324, Grimsley and the rest of the AotR Dark Times submod team.
https://steamcommunity.com/sharedfiles/filedetails/?id=2313576303

- Zavvy for the Thrawn's Revenge Rescored submod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2187062678

- Burninalways for the 3.5 Overhaul submod which inspired me to create a submod of my own.
https://www.moddb.com/mods/submod-empire-at-war-remake
Discussioni più popolari Visualizza tutte (24)
6
1
3 giu, ore 16:52
IN EVIDENZA: Minor Update 4.1 - Changelog
BigCheese256
65
3 ore fa
IN EVIDENZA: Known issues and bug reporting
BigCheese256
4
1
9 mag, ore 17:56
Major Update 4.0 - Changelog
BigCheese256
1.027 commenti
laggy gameplay 13 ore fa 
The CIS need buffing, I mean how does it make sense that a more advanced ship like the Tector has the same price as the Providence which are older and weaker? Their fighters are weaker as well not having shields. Republic has too many strong ships to the point that it's just better to fight with theirs than using the CIS ones.
Secutor 17 ore fa 
The Underworld Golan III garrison is too overpowered: 3 keldable battleships and 3 aggressor class is too hard to break through
BigCheese256  [autore] 3 giu, ore 17:03 
@shinigami10

The Allocator is a commissioned asset for Clone War Holdouts which unfortunately I don't have permission to use, not without paying the creator for a "licence" to use it. The same is true for the V-19 Torrent and Hardcell Corvette. The Fantail was added after someone else bought me permission to use it here.

There will be more of these paid commissioned assets being added to CWH going forward. They won't be ported over here.

@Pokey1751

Mm, while I made the Sith and Mandos playable they're not complete factions. If you are playing Sith it's good to build Fantails for their ion cannons, Centurions for the torpedoes and capture Mon Calamari as soon as you can to build MC ships.
BigCheese256  [autore] 3 giu, ore 17:03 
@Bluesis

Confirmed, this has now been fixed. The power to shields ability was being applied to the battlegroup flagship twice, the game hated that and just crashed. As for the memory there's nothing I can do about that, the game engine is just old.

@WataMate313

I don't keep backups of older versions - sorry! When I checked with others on Discord they said their save files still worked.
Pokey1751 2 giu, ore 22:25 
playing as the sith is hard due to lack of unit types epecially with the rebels and rebel extremeist on each side and the rebels are a big pain spamming fleets of capital ships that take a heck of alot of damage with the shields.
Bluesis 1 giu, ore 15:13 
Game crash occurs when building an enhanced version of the CIS fleet.
It seems like memory is exceeding the limits of the game for a moment, can you please check it?
shinigami10 31 mag, ore 11:07 
Hi, love the mod.
Could it be that the seperatists miss their tier 4 capital ship the Allocator-class Destroyer?
As much as i like the providence it gets a bit old at tier 4
Milky Mukmoohd 30 mag, ore 21:44 
Better than the original Grand Update mod Lol
WataMate313 30 mag, ore 18:54 
Yeah it broke the save files. Is it possible to get the version before this?
BigCheese256  [autore] 30 mag, ore 12:44 
Mod updated, changelog is here: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/4360124651933083399/

I am unsure if this one will break save files or not, but if they do still work expect some weirdness with the commandbar/filters and AI behaviour. A fresh campaign will make everything work properly again.